OpenGL之glViewPort函數(shù)的用法
其函數(shù)原型為:glViewport(GLint x,GLint y,GLsizei width,GLsizei height)x,y 以像素為單位,指定了視口的左下角位置。width,height 表示這個視口矩形的寬度和高度,根據(jù)窗口的實時變化重繪窗口。
在默認(rèn)情況下,視口被設(shè)置為占據(jù)打開窗口的整個像素矩形,窗口大小和設(shè)置視口大小相同,所以為了選擇一個更小的繪圖區(qū)域,就可以用glViewport函數(shù)來實現(xiàn)這一變換,在窗口中定義一個像素矩形,最終將圖像映射到這個矩形中。例如可以對窗口區(qū)域進(jìn)行劃分,在同一個窗口中顯示分割屏幕的效果,以顯示多個視圖。
#include?"stdafx.h" #include#define?GLUT_DISABLE_ATEXIT_HACK #include?"gl/glut.h" void?myDisplay() { ?glClear(GL_COLOR_BUFFER_BIT); ?glColor3f(1.0,?0.0,?0.0); ?//畫分割線,分成四個視區(qū)?? ?glViewport(0,?0,?400,?400); ?glBegin(GL_LINES); ?glVertex2f(-1.0,?0); ?glVertex2f(1.0,?0); ?glVertex2f(0.0,?-1.0); ?glVertex2f(0.0,?1.0); ?glEnd(); ? ?//定義在左下角的區(qū)域?? ?glColor3f(0.0,?1.0,?0.0); ?glViewport(0,?0,?200,?200); ?glBegin(GL_POLYGON); ?glVertex2f(-0.5,?-0.5); ?glVertex2f(-0.5,?0.5); ?glVertex2f(0.5,?0.5); ?glVertex2f(0.5,?-0.5); ?glEnd(); ?//定義在右上角的區(qū)域?? ?glColor3f(0.0,?0.0,?1.0); ?glViewport(200,?200,?200,?200);//注意,后面這兩個參數(shù)是高度和寬度,而不是坐標(biāo)?? ?glBegin(GL_POLYGON); ?glVertex2f(-0.5,?-0.5); ?glVertex2f(-0.5,?0.5); ?glVertex2f(0.5,?0.5); ?glVertex2f(0.5,?-0.5); ?glEnd(); ?//定義在左上角的區(qū)域?? ?glColor3f(1.0,?0.0,?0.0); ?glViewport(0,?200,?200,?200);?? ?glBegin(GL_POLYGON); ?glVertex2f(-0.5,?-0.5); ?glVertex2f(-0.5,?0.5); ?glVertex2f(0.5,?0.5); ?glVertex2f(0.5,?-0.5); ?glEnd(); ? ?//定義在右下角?? ?glColor3f(1.0,?1.0,?1.0); ?glViewport(200,?0,?200,?200); ?glBegin(GL_POLYGON); ?glVertex2f(-0.5,?-0.5); ?glVertex2f(-0.5,?0.5); ?glVertex2f(0.5,?0.5); ?glVertex2f(0.5,?-0.5); ?glEnd(); ?glFlush(); ?} int?main(int?argc,?char?*argv[]) { ?glutInit(&argc,?argv); ?glutInitDisplayMode(GLUT_RGB?|?GLUT_SINGLE); ?glutInitWindowPosition(100,?100); ?glutInitWindowSize(400,?400); ?glutCreateWindow("第一個OpenGL程序"); ?glutDisplayFunc(&myDisplay); ?glutMainLoop(); ?return?0; }